private IEnumerator CreateAndPopulateSpears()
        {
            for (int i = 0; i < storedData.spearData.Count; i++)
            {
                StoredData.SpearData spearData = storedData.spearData[i];

                BaseEntity spear = CreateWorldObject(spearData.itemId, string.Empty, spearData.Position, true);
                spear.GetComponent <Rigidbody>().isKinematic = true;
                spear.transform.rotation = Quaternion.Euler(spearData.Rotation);

                List <DroppedItem> skulls = Pool.GetList <DroppedItem>();

                for (int y = 0; y < spearData.trophyData.Count; y++)
                {
                    StoredData.TrophyData data = spearData.trophyData[y];

                    DroppedItem skullItem = CreateSkullItem(data.displayName, spear, data.Position, data.Rotation);

                    skulls.Add(skullItem);
                }

                spearRegisteredSkulls.Add(spear as DroppedItem, skulls);

                yield return(new WaitForSeconds(UnityEngine.Random.Range(0.1f, 0.2f)));
            }
        }
        private IEnumerator FindRegisteredSignage(IEnumerable <Signage> signage)
        {
            for (int i = 0; i < signage.Count(); i++)
            {
                Signage sign = signage.ElementAt(i);

                if (sign == null || sign.IsDestroyed || !storedData.data.ContainsKey(sign.net.ID))
                {
                    continue;
                }

                StoredData.TrophyData data = storedData.data[sign.net.ID];

                InitializeSign(sign, data.displayName, data.Position, data.Rotation);

                yield return(new WaitForSeconds(UnityEngine.Random.Range(0.1f, 0.2f)));
            }

            yield return(ServerMgr.Instance.StartCoroutine(CreateAndPopulateSpears()));
        }